Avowed World Exploration#

World Exploration

The Living Lands is made up of four large, mutually independent regions unlocked in story order, plus one endgame area. Each region is a complete open zone with its own hub and side content, and once unlocked you can revisit it at any time.

The Four Regions#

Region Terrain Main Settlement Resource Tier
Dawnshore Coastal plains and hills Paradis (capital of the island) Common
Emerald Stair Forest, jungle and swamp Fior Fine to Exceptional
Shatterscarp Arid desert heavily scarred by Dreamthrash Thirdborn Exceptional to Superb
Galawain’s Tusks Rocky mountains and active volcanoes Solace Keep Superb

Regions unlock strictly in story order, but revisiting is unrestricted. That means you can grab high-tier materials in a later region first and then go back to clean up what you missed earlier.

Dawnshore#

The starting region and the most livable stretch of the island. Coast, hills, a port city and rural villages are all mixed together here.

Landmark Details
Fort Northreach The first outpost you reach after the shipwreck, a dilapidated coastal fortress
Paradis Capital and largest port of the Living Lands, crowded with merchants and factions
Eastern Highlands Rolling hills overlooking the port
Claviger’s Landing A settlement along the coastline
Castol’s Folly An island to the south with sharply undulating terrain
Wodika Shrine A site tied to the Totem of Rightful Rule
Pargrun Cache Storage ruins left behind by the mountain dwarves
Envoy’s Hand A transitional zone on the outskirts of Paradis
Pearl District A residential quarter inside Paradis where many side quests begin

Emerald Stair#

Heading inland from the coast into forest, this is the first region that turns visibly wild. Traces of civilization remain, but the vegetation has swallowed most of them.

Landmark Details
Fior A town founded by overseas settlers, home to animancers and the hometown of Giatta
Grim Wetland Swampland where several ruins have sunk underwater
Delemgan Glade A woodland area tied to the Delemgan
Naku Tedek Ruins of the Ancients that pull on the main quest thread
Ranger Headquarters The Ranger faction base, with vertical terrain
Ancient Cave A cave-type dungeon tied to totem fragments
Abandoned Farm A ruined stretch in the northeast

Shatterscarp#

The hardest region on the island to move through. Canyons, cliff faces and broken stone mesas interlock, and many places can only be reached by finding a specific route.

Landmark Details
Thirdborn A settlement built into the cliffs, home of the Rauataian immigrants
Naku Kubel A large Ekida ruin and a key main quest location
Leviathan’s Remains An underwater water town built inside the skeleton of a giant leviathan
Ryngrim’s Domain An area tied to the terrifying archmage
Sand Sea Ruins A cluster of ruins in the desert hiding mechanisms
Sailor’s Rest A transitional outpost on the coastline

Galawain’s Tusks#

The last freely explorable region before the endgame. Rocky highlands, active volcanoes and ashen woodland form the bleakest landscape on the island.

Landmark Details
Solace Keep The ancient fortress and settlement of the Pargrun mountain dwarves
Mount Forja Mine A mining area that yields high-tier gear
Lava Tubes Passages tied to a hidden boss
Ashen Forest A large stretch of grey woodland
Sorena’s Mercy The prison outside Solace Keep

Endgame Areas#

Area Details
The Garden A dreamlike cluster of ruins covered in plant growth
The Place of Imprisonment Formed by Adra barriers, directly tied to the imprisoned entity

The endgame area is not an open exploration zone. It is closer to a corridor that draws the story threads together.

Exploration Mechanics#

Nearly every traversal obstacle in the Living Lands can be opened with an element or a companion ability.

Obstacle Solution
Vines and webs Fire, or a direct order to the companion Kai
Ice sheets and ice gates Frost attacks, or simply break them
Charged devices Activate them with shock attacks
Breakable walls Explosives, or shoot the red explosive barrels from a distance
High platforms Movement abilities or a detour route
Water surfaces In some areas you can freeze water with frost to make a path

Habits Worth Keeping While Exploring#

Habit Payoff
Set up camp before pushing on The camp is your fast-travel anchor and the entry point for upgrades and on-the-fly adjustments
Gather as you walk The compass marks common gathering nodes, so topping up now means no material shortage later
Circle anything that looks odd Hidden rooms and caches often sit where it looks like there is no way through
Watch for skull icons They tell you straight away whether a target is above your current power

FAQ#

Question Answer
Can regions be revisited? Yes, once unlocked you can go back any time
Can I miss a region? No, the main quest forces you through all four
Does returning to early areas get too easy? It gets noticeably easier, which is a good window to farm materials and clear collectibles
Is the map an open world? It is several large open zones rather than one seamless map
Does fast travel need unlocking? Yes, you must discover the matching beacon first

内容最后验证于 2026-07